Thats the "hard way" to do this... As a quick-shot, you could just make a node-limit with different settings. Example: The TheKing-Chesscomputer offers levels with a fixed number of nodes (this number is increased automatically in the endgame, to prevent a huge strength-loss in the endgame (clever idea, IMHO)). From 125 nodes (lowest skill) to 32000 nodes (highest skill).Whiskers wrote: ↑Thu Apr 04, 2024 7:33 amThat is planned as well! I think a good way to go about doing it is instead of just having it make random blunders, try and determine what sort of blunder a "human" would make - this requires having Patricia make "non obvious" mistakes (for example, it won't hang a piece, but it might hang a tactic), which will be fun to try and implementpohl4711 wrote: ↑Thu Apr 04, 2024 6:58 am
What we definitly need is a skill-level parameter in Patricia for making the engine playing weaker. Then this engine would be very cool for playing as a human against it (perhaps on a electronic chessboard, using the Android-Binary on a Smartphone). Right now, Patricia is way to strong for using it as an opponent for humans.![]()
For me, this makes much more fun to play, compared to an engine, making mistakes on purpose. And a node-limit does not affect the engine's playing-style. And it is easy to implement. Just a node limit in the calculation, increasing it, when the endgame begins or so.